/* *** End of Fields *** */ // Start is called before the first frame update void Start() { isPlayingOnMobile = Application.isMobilePlatform; //Checking if the player is playing on mobile player_Rigidbody = player_GameObject.GetComponent <Rigidbody>(); //Getting reference to the player's rigidbody component player_Speed = 8f; //Setting the player's default speed player_ControlsEnabled = true; //Enabling Player Controls Debug.Log("Time to Complete Level: " + Level_Info.getCurrLevelTimeToComplete()); timeRemaining = Level_Info.getCurrLevelTimeToComplete(); isGameOver = false; isGamePaused = false; }
public void CreateAlllevel()//加载关卡数据 { for (int i = 0; i < level_Data_All.Count; i++) { Resources_Management.Instance.Load <GameObject>("UI/Level", level_create, (LevelToggle) => { level_All.Add(LevelToggle); LevelToggle.GetComponent <Toggle>().group = levelItemGroup; Level_Info info = LevelToggle.GetComponent <Level_Info>(); info.Namedata(this.level_Data_All[i]); }); } }
public void Applying_Settings(GameObject settings) { Level_Info l_info = settings.GetComponentInChildren <Level_Info>(); Level_Info.map_size_height = int.Parse(settings.GetComponentInChildren <Map_Height>().GetComponentInChildren <Text>().text); Level_Info.map_size_width = int.Parse(settings.GetComponentInChildren <Map_Width>().GetComponentInChildren <Text>().text); Level_Info.hydrolocator_radius = int.Parse(settings.GetComponentInChildren <Hydrolocator_Radius>().GetComponentInChildren <Text>().text); Level_Info.hydrolocator_amounts = int.Parse(settings.GetComponentInChildren <Hydrolocator_Amounts>().GetComponentInChildren <Text>().text); Level_Info.treasure_chests_amounts = int.Parse(settings.GetComponentInChildren <Treasure_Chests_Amounts>().GetComponentInChildren <Text>().text); GameObject info = settings.GetComponentInChildren <Info>().gameObject; info.GetComponentInChildren <Map_Height>().GetComponentInChildren <Text>().text = Level_Info.map_size_height.ToString(); info.GetComponentInChildren <Map_Width>().GetComponentInChildren <Text>().text = Level_Info.map_size_width.ToString(); info.GetComponentInChildren <Hydrolocator_Radius>().GetComponentInChildren <Text>().text = Level_Info.hydrolocator_radius.ToString(); info.GetComponentInChildren <Hydrolocator_Amounts>().GetComponentInChildren <Text>().text = Level_Info.hydrolocator_amounts.ToString(); info.GetComponentInChildren <Treasure_Chests_Amounts>().GetComponentInChildren <Text>().text = Level_Info.treasure_chests_amounts.ToString(); }
/* * Handles when the collision between the player and a trigger * */ private void OnTriggerEnter(Collider other) { //Checking if the GameObject the Player Collided with was a collectable if (other.gameObject.CompareTag("collectable")) { other.gameObject.SetActive(false); //Hidding the object that the player came in contact playerScore++; //Incrementing the players score updatePlayerScore(); //Checking if the player has reached the max score for this level if (playerScore >= maxScore) { if (Level_Info.loadNextLevel() == -1) { playerInstruction_Text.text = "You win"; Player_Controls.isGameOver = true; //This allows the player to keep moving around the final level } } } }
// Start is called before the first frame update void Start() { //Getting the highest score the player can get for this level maxScore = Level_Info.getCurrLevelMaxScore(); //Checking if a message needs to be displayed string levelMessage = Level_Info.getCurrLevelMessage(); if (levelMessage != null) { playerInstruction_Text.text = levelMessage; } else { playerInstruction_Text.text = ""; //Displaying nothing in the message area text } Debug.Log("Current Scene Name: " + Level_Info.getCurrentSceneName()); Debug.Log("The max score for this level is " + maxScore); }
public void SaveLevel() { Level_Data Level = Level_Data.Level_Info.GetComponent<Level_Data>(); BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Create(Application.persistentDataPath + "LevelInfo.dat"); Level_Info NewLevel = new Level_Info(); NewLevel.m_fSpawn_Intervial = Level.m_fSpawn_Intervial; NewLevel.m_fSpawn_Timer = Level.m_fSpawn_Timer; NewLevel.m_iAmount_Enemy_Spawn = Level.m_iAmount_Enemy_Spawn; NewLevel.m_iEnemy_Level = Level.m_iEnemy_Level; bf.Serialize(file, NewLevel); file.Close(); }